I quite like 3x C3 Pulse Fixed, and 2 x C2 Gimballed Beams (fixed work well too though). I love fixed weapons, but the gimballed beams really help against the smaller/faster craft when you're turning and burning with them.
I use this weapon setup as well. Fixed large pulses are good for long range shield elimination and the gimbaled, as the poster above says, works well for fast ships as well as pinpoint elimination of large ship subsystems at close range.
I am pretty satisfied with this, although I know that there are better alternatives. However, they tend to require a lot of cr if they include ammo. Of course, if you fit it with hi-end weapons such as rails, plasmas, guided missiles, it will bring about plain destruction. But as said, can be expensive.
So far I have not needed other weaponry than the pulses and beams, both large and small ships turns to crap pretty easily. Also, in the case of shield boosting and chaff-launching CMDR scum the fixed weapons usually strip them of their shields pretty fast, and then they usually either flee the heat or face the inevitable end of their miserable lives.
With the A-grade Power distributor and 4 pips on weapons, I can fire either of the guns (Large pulse or medium beams) pretty much infinitely.
I have a class D6 shield generator (I wanted D6 for less weight and longer jump range - In fact most of my modules are class D for this very reason) with boosters to ensure not letting the opponents to reach the valuable hull of the Python.
-v